public VMovingBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { VStart = block.Start; VFinish = block.Finish; VSpeed = block.Speed; block.Velocity = new Vector2(0f, VSpeed); block.Direction = Direction.RIGHT; // RIGHT = DOWN }
public HMovingBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { HStart = block.Start; HFinish = block.Finish; Speed = block.Speed; block.Velocity = new Vector2(Speed, 0f); block.Direction = Direction.RIGHT; }
public BlockStateMachine(BlockForm block) { QuestionBlock = new QuestionBlockState(this, block); UsedBlock = new UsedBlockState(this, block); BrickBlock = new BrickBlockState(this, block); FloorBlock = new FloorBlockState(this, block); PyramidBlock = new PyramidBlockState(this, block); HiddenBlock = new HiddenBlockState(this, block); VMovingBlock = new VMovingBlockState(this, block); HMovingBlock = new HMovingBlockState(this, block); }
public PyramidBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }
protected AbstractBlockState(BlockStateMachine sm, BlockForm blockForm) { stateMachine = sm; block = blockForm; }
public HitPyramidCommand(BlockForm block) : base(block) { }
public HitQuestionCommand(BlockForm block) : base(block) { }
public HitUsedCommand(BlockForm block) : base(block) { }
public ResetCommand(BlockForm block) : base(block) { }
public UsedBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }
public QuestionBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }
public HitBrickCommand(BlockForm block) : base(block) { }
public HiddenBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }
protected BlockCommand(BlockForm block) { receiver = block; }
public HitHiddenCommand(BlockForm block) : base(block) { }
public BrickBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }
public HitFloorCommand(BlockForm block) : base(block) { }
public FloorBlockState(BlockStateMachine sm, BlockForm block) : base(sm, block) { }